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...nobody should touch the GPLed code or, if it has really good improvements, fork it to something incompatible with Doom 3 BFG.

Why you may ask. Simple: They tell they got nothing from Linux sales, but now they want us to do their work so Linux users buy the windows version. So let's show them that this isn't the way to go. Maybe they will open up their eyes and port it to Linux then.

Comment

...nobody should touch the GPLed code or, if it has really good improvements, fork it to something incompatible with Doom 3 BFG.

Why you may ask. Simple: They tell they got nothing from Linux sales, but now they want us to do their work so Linux users buy the windows version. So let's show them that this isn't the way to go. Maybe they will open up their eyes and port it to Linux then.

Seriously, grow up. After all the whining over the Humble Bundle guys not releasing more of their game's source code, seeing this sort of comment really irritates me. This is a very good move on id's part, and I would rather have the source code available than a Linux binary. You get something one way you whine, you get something another and you don't. Try and build something productive out of this. Seriously.

Comment

Basically the source is more than enough, you could use wine to play the official binary as well but when you are not into MP mode it should not matter if you have got the steam bits in there or not - of course you don't have got archivements without as well. I guess those are the main parts which are missing when the source is released. It would be interesting to see if ID would reuse a custom modified d3 bfg source which runs on Mac and add the missing steam code to sell it there or if another company creates an incompatible binary which is only sold in the apple app store. I would like to see a Mac steam release (and a Linux one as well) as result of a fan made mod. Something like that happened to older games which have been ported to mobile phones later as well.

Or better: Get some sleep, but this has to wait atm. Seriously, no need to get personal here.

You get something one way you whine

Where exactly did you get the impression I'm whining? I just wanted to share a idea which I (wrongly) thought was good. Again: No need for personal attacks. BTW: This is a sign of immaturity, so maybe you should grow up (please take this as a joke).

OK let's add some extra info to why these titles weren't seen as that popular on Linux though:

Quake I - Released in 1996, and according to wikipedia Quake 1 had a linux port released in 1996, however the retail Linux version 'The Offering' didn't come out until 1999. In three years I'm sure people that wanted to play on Linux were already doing so using the existing port. id software had no real way of tracking Linux sales of the game.

Quake II - Released in 1997. Once again, the linux port for this game existed before it was officially sold in a retail box for Linux, which wasn't released until 1999. id software once again had no way of tracking real Linux sales.

Quake III - Released in Dec 1999 (really!? that long ago?!). I believe Loki Games were doing an official port to Linux and also selling a tinned box copy. Unfortunately they shipped it a little after the id software retail release of Quake III. Once again, most people waiting for the game would have just bought the Windows release first, and then downloaded the Linux binaries for it later.

Seriously, how did id software gather their stats on Linux use of their games considering the above? FTP site downloads of the binaries?? They were mirrored in heaps of places!